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AIIDE
2008
13 years 10 months ago
Dynamic Expansion of Behaviour Trees
Artificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cum...
Gonzalo Flórez Puga, Marco Antonio Gó...
ATAL
2005
Springer
14 years 1 months ago
Coordinating multiple rovers with interdependent science objectives
This paper describes an integrated system for coordinating multiple rover behavior with the overall goal of collecting planetary surface data. The MISUS system combines techniques...
Tara A. Estlin, Daniel M. Gaines, Forest Fisher, R...
LLL
1999
Springer
13 years 12 months ago
Learning to Lemmatise Slovene Words
Abstract. Automatic lemmatisation is a core application for many language processing tasks. In inflectionally rich languages, such as Slovene, assigning the correct lemma to each ...
Saso Dzeroski, Tomaz Erjavec
KBSE
2005
IEEE
14 years 1 months ago
Visualization-based analysis of quality for large-scale software systems
We propose an approach for complex software analysis based on visualization. Our work is motivated by the fact that in spite of years of research and practice, software developmen...
Guillaume Langelier, Houari A. Sahraoui, Pierre Po...
ICPR
2006
IEEE
14 years 8 months ago
Bayesian Imitation of Human Behavior in Interactive Computer Games
Modern interactive computer games provide the ability to objectively record complex human behavior, offering a variety of interesting challenges to the pattern-recognition communi...
Bernard Gorman, Christian Bauckhage, Christian Thu...